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Current Version:
Fall of Kobol Downloads
No longer enhanced but available:
SotF: Fall of Kobol Diplomacy/Trinity 1.043
How To Install Sins of the Fallen
Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.
How to Activate Sins of the Fallen
Sins of the Fallen: Fall of Kobol
A Battlestar Galactica mod for Sins of the Solar Empire
Release Date: TBD
NOTICE: This fan based modification is completely unofficial and is in no way endorsed or affiliated with Syfy(formally Sci-Fi), NBC, Universal Studios, Relic, Sierra, Aspyr, Stardock or Ironclad Games. All trademarks, logos, sounds, and video are the property of their respective owners. This fan based modification is strictly non-commercial and may not be used for any commercial purposes!
* This mod uses some assets from Sins of the 13th Tribe (credit will be listed in the readme when released).
Quick synopsis
This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach.
Colonial Fleet
Relying on heavily armored and armed ships the colonial fleet is always on the defense looking for cylon incursions. Lacking shields of any kind Battlestar Point Defense systems are used to intercept incoming weapons and minimize damage to nearby frigates and cruisers supporting the fleet.
Colonial Sound Dialogue Script (link)
Cylon Armada
If you can edit text files, talk coherently or otherwise provide thoughtful feedback you can help this mod complete.
Contributions can be emailed to: zombiesrus5 at gmail dot com
Number Six: Status is given to those that had a significant impact either on this mod or the original Sot13T.
Members: Koobalt, Kyogre12, Coxxon, Kreeargh, Unknown Sexy Cylon Voice
Centurian: Status is given to those that are senior modder, preferably connected to Eclipse and making active changes to the mod through SVN.
Please email me for development SVN access which is different from the playtest SVN noted above.
Members: ZombiesRus5
War-era Centurian: Status is given to those that actively contribute to the mod.
Members: Crazyfrywad, Mord_Sith84, Cylon_Luvr, UnassumingWhiteGuy
U-87 Cyber Combat Unit: Status is given to those that have contributed at any point to the mod.
Members: Stalcore, JonJay
Civilian Model: Status is given to those that help test or otherwise provide valuable feedback.
Members: Unikraken, SpardaSon21, holybeast
Toaster: You like to play the mod which is good enough. Check into the forums if you want your call sign added.
Unknown Members: 2500+ souls or machines
Known Members: Alexbond45, danny1199, Dedzone007, vackillers, MackyG, TheTrueLost
Modding Contributions Needed
Ok, I'll give this a go, thanks.
It's all or none on bombing effects. I can give cylons the same effect the colonials have but I can't change it with research. I've thought about doing this too.
If we're going to be consistent with canon, the MIRV planet bombing is the only type that we have seen the cylons use. I think you should give the cylons the same bombing effect as the Colonials, for the sake of consistency and to have an authentic cylon feel.
How's the new version coming along Z?
I agree.
Work has been kicking my ass. I'm trying to get as much done before I go on Vacation next week with real work. That said, I'm hoping to atleast get a 1.85 compatible version to you guys.
The 1.85 compatible version is uploaded to dropbox for internal testing...
The mod is still not fully completed for the next release but it is playable.
In regards to Outlaws there is currently two things to consider.
I'm off for the next week so I wouldn't expect any updates until well into July. Of noteable changes I'm working to implement a new starbase warstar for loyalists. Then there are minor changes to make the mod release eligible like the new maps or other small nagging things.
Happy 4th of July
I'm off for the next week so I wouldn't expect any updates until well into July. Of noteable changes I'm working to implement a new starbase warstar for loyalists. Then there are minor changes to make the mod release eligible like the new maps or other small nagging things.Happy 4th of July
Awesome, thanks Z. I'll do some more testing (hopefully final changes). Have you also included updated artifacts addon?
Z, this version doesn't work. It minidumps on activation.
Yep same for me. Updated to the new Outlaws DLC, tried to activate the new version and it crashes.
Hey guys, I'm back from vacation. Sounds like maybe a bad upload because the mod is working ok for me. I'll see about getting another uploaded soon while catching up on whats left.
The only mod part that seems to be giving me issues right now is the maelstrom planets even though it seems to be a straight forward conversion.
Cool, thanks Z
Any new updates Z?
I uploaded the latest versions of both mods to MODDB to set a baseline for 1.85. We still have a few items to work out but the mod seems stable after multiple hours of simulations.
My NAS server also crashed over vacation so the change log is incomplete until I can restore the CVS server and do compares and check-ins on the repository.
I goofed on integrating the effects in the non-baked versions. If you downloaded it prior to this message you'll want to download the latest full version. The Baked version is fine.
Hey Zombies.
New version is amazing! Those models and textures are really great.
I noticed that the Warstar Starbase textures don't look aligned.
How about artifacts and moons?
Yep, the texture apparently got overlayed with another incorrectly. I need to rebuild the color texture and then it should be fine. Won't be able to do that until tonight.
They are optional still.
Sorry I've been off the radar for a little while... I'll have a look at the new version ASAP.
Changes for the new version below. Sorry Z, I know some of the changes may seem a bit trivial, but I'm a perfectionist!
- The Hades, Cylon Moon Base, Djerba Baseship, and the Guardian basestar have duplicate types of raiders... I don't think its meant to be like this. Is one of them supposed to be a bomber AB Raider and the other an AB raider fighter?
- Not sure how long this has been the case, but for the Apotheosis research tree for Cylon Loyalists, the picture for "occupation" and "programming" is the same. The "programming" image needs to be changed. I'm sure we had a different picture at some point for Programming... seems to have changed along the way.
- Description for "Natalie Faust" research in The Plan research tree needs a full stop at the end of the sentence. - Description for Cylon Moon base "Colony Pods" needs a full stop at the end of the sentence.
- The "First Hybrid" ability for the Guardian basestar has a spelling error, missing the "r"in "Guardian".
- There still seems to be quite a few issues with the artifacts mod. Seems to minidump randomly, and the alien starbase cannot be deployed (minidumps).
Other than these changes, we seem to be getting really close to a polished version.
They are different. I also have different icons for each type. The name is incorrect for the Ware-Era Squad so I'll change that, otherwise not sure why you are seeing it that way. Did you do a clean install from moddb?
squadTypeEntityDef:2 "SquadCylonCombatTOS"
squadTypeEntityDef:3 "SquadCylonCombatABTOS"
Hmm not sure when or if, I don't see anything in the texture file and it's pretty old. Will be easy to slap a different picture in though.
ok
Works find on my end, even the alien starbase. I was spawning in alien ships just before this.
When you hover over both of the Raider icons, the descriptions (information box) is exactly the same. They are exactly the same in my download.
Ok yep. I re-installed the addons, and it seems to be working again now. However, the phase stabiliser node effect still seems to be playing up. I mentioned this in my last post of changes. Do you know what I mean?
When you hover over both of the Raider icons, the descriptions (information box) is exactly the same. They are exactly the same in my download. Also full stop missing from the description at the end of the sentence. Is the master version that you have the same one you're giving to everyone else?Ok yep. I re-installed the addons, and artifacts seem to be working again now. However, the phase stabiliser node effect for the starbase still seems to be playing up. I mentioned this in my last post of changes. Do you know what I mean?
Yeah, it's the same. I acknowledge the names of the strikecraft needed fixed and I added the full stops locally now.
Yep, it's just displaying in the center. We'll need to add an ability point to move it around.
It looks like this for me:
Looks the same for me.
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